I remember that when sombra came out that a dev said that she is supposed to be a annoying infiltrator instead of your average damage dealer, but maybe they are going to push her more into a assasin one day. Guess that day isn't too far away anymore.
In my own experiences playing a few matches of OW2 most evenings, I see people leave games and throw temper tantrums and get all in their feelings and pout and all of that when they get repeatedly hacked and camped by a Sombra. And I can kind of understand. It is frustrating. The problem I think with Sombra overall is that the only person who has fun most of the time during an interaction with a Sombra is the Sombra player themselves. Usually the enemy is not finding it to be very fun at all. The problem with the fantasy of a stealth infiltrator is that it's so disruptive and annoying to the enemy. And while there is counterplay, that doesn't always occur to your average player. It's not necessarily intuitive. Like for example, I like to pick Reaper against Sombra because he has a high health pool and can usually sustain himself when getting ambushed by Sombra and her hack. Life leech turns out to be nice for self-sustain. His shotguns are also great for revealing her from stealth by shooting at seemingly vacant doorways where you suspect the Sombra might be. This kind of stuff, which you can also pull off with heroes like Dva or Torb with their shotguns, isn't necessarily intuitive. Plus... and maybe the biggest point of all... is that it's not fun to just fire into empty rooms wondering if a Sombra might be there. You're literally taking shots in the dark. That's not a fun strategy for most people. I don't mind Sombra too much myself, because she doesn't usually bother me. But I understand why other people hate her and I think a redesign is warranted. I think her original fantasy can't really fit into the game at this point.
@@d4mephisto All they'd really have to do to alleviate this is revert some of her abilities back to how they were in overwatch one. Infinite stealth and hacking during invis, while fun, lacks the counterplay that she initially had. The devs exacerbated the issue by making Hack essentially unreactable. In overwatch one hack was still annoying but it was manageable if you paid enough attention and tried to look out for the enemy sombra. Hence why despite being annoying, Sombras win rate was lower then most other characters. I think it's ok for a character to be annoying. As there are still several characters and abilities that are much more prominent and annoying when in the hands a a skilled player.
One thing I never understood even when Lifeweaver was announced was why are enemies are able to take parting gift at all. Wouldn't it be logical to make it heal only your teammates?
I think it was meant to reflect his character more than actually benefit gameplay. It’s a cool concept as a more neutral character, but definitely doesn’t work as a gameplay mechanic.
It's really more of an added risk when Wifeleaver does die. So not only did he feed, he also encouraged divers to hunt him. I like a risk in my games so i don't mind parting gift existing however his thorn valley and heals are underwhelming so defending yourself often feel so unfair/one sided.
Why not split the DPS time passive into a couple of different passives. There are so many DPS and it's hard to group characters like Hanzo and Bastion into the same passive. They should be on kill passives, but I think they should have different effects based on the character role.
You understand the passives weren't meant to just buff the roles. They were designed to cover the issues that arose from changing from 6v6 to 5v5. Tanks needed more CC resistance without a second tank, Supports lost a lot of the potential peel so they needed more self sustain. DPS didn't need a passive because nothing needed fixing
Put slower paced heroes like: Ashe, Hanno, Cass, Widow in one called Tactical and faster heroes like: Echo, Genji, Tracer into another called Assault. Offense and Defense were very misleading titles, that's why they were removed.
They already had the object entity type of the interactible "on death" thing. The Torbjorn armor pack from early Overwatch 1. They could have reused that asset and made the lotus flower passive of Lifeweaver be interactible only by allies, j ust like in the past Torbjorn armor packs could be picked up and seen only by allies.
And then you have the issue of LW getting to drop a free 250 HP for his tank to pick up and turn the fight with. Ana has to do a ranged burst heal combo to get over 200 burst healing, and needs a CD to do it. LW would do that for free, and it would stay there to be picked up anytime. It’s not good game design to give a fight-swinging burst heal for dying.
It makes sense to me that low skill teams get more out of Lifeweaver than high skill players. High skill players won't need to be saved via Lifegrap as often as low skill players, and the added cover that Tree of Life provides, just isn't much of a factor for higher skill players who ALREADY pick good positions and are already close to cover.
@@Srsbzns_5150 It's all relative. Relative to metal rank players? Ranks where you just don't get punished that hard for walking out into the open and just living there sometimes?
@@jackobatgaming Always happens in diamond... Also makes no sense that low skill teams get more out of Lifeweaver since as you said even if they missposition often, they get punished less and get away with greedy positioning, as when a "high" level player makes a mistake they almost always die, so Lifeweaver has much more usefull usage in higher ranks.
@@Dj0enderman3000 Well low rtank players may not get intentionally punished as often, they die more because they take accidental damage a lot more too. They just straight up walk into damage that was spammed into a choke point WAY more often.
This might be crazy, but I think 2 separate dps passive might be the way to go. At the start of OW1, we had offensive and defensive dps, which lead to different design choices.I think this could lead to better options in the long run
They should give Widowmaker scope glint. If she’s scoped towards you at range, you can easily see her position. No more crying about getting one shot from across the map, u can literally see when she has the opportunity to clap u, so long as you’re looking in her direction.
When they did that to Sojurn it made it much easier locate the threat and play accordingly. I think it would be a good change to Widowmaker too. What about suppressing the glint during her ultimate as compensation?
For Moria, what if they tightened the orb spread but you could bend the orbs trajectory, when you pressed the button, the orb would move towards your crosshairs?
Or remove her primary fire lock on and make her shoot a bunch of smaller orbs that explode into mist and then the mist comes back and heals her. Then you could give her more utility and less noob friendly
The Blizzard approach of balancing around (unmirrored) winrate is the single thing that is going to destroy this game for good. Mr Alec Dawson is satisfied with the state of Widow and doesn't think that she dominates that much outside of GM. Meanwhile If you don't swap your whole team comp, and most importantly if your TANK doesn't swap, then you're just gonna get 1shot everytime you peak a corner (and even if you don't, will you peak that corner?). Widow just prevents you from playing the game if your team doesn't swap around her. But Sombra is getting a big rework when perma-invis was the only answer to a good widow when your tank won't swap...
i'm glad that even though they are trying to give moira more utility that they are still making it a point to stay true to her character and lore and i personally like the simplistic design she has, like for me it adds variety to the support roster. also, i know everyone complains she doesn't have enough utility but i do think a lot of it comes down to how you play her.
I always thought Sombra’s current concept doesn’t make sense despite her still being fun and useful. She had aspects of being some sort of assassin and disruptor but now her dps is quite low that it’s sometimes hard to finish targets and the hack rework is more of a damage boost at this point, hopefully the rework makes her more of an assassin as some supports and snipers are starting to get too comfortable in the backline.
Fr her damage and spread is so bad still, and it's worse with how healing out does her damage, especially in overwatch 2 now that we have self healing passive and the addition of kiriko... without being able to hack during invis and the hack damage buff, sombra would've been the most weakest dps during launch
Instead of role passives, I think all heroes, especially the DPS roster, should have their own sub roles with each sub role having their own role passive to best suit the playstyle of the heroes
How about changing the way Sombra’s translocator works? Something like a 3 second timer that starts when she breaks stealth and the beacon is destroyed, making players have to decide weather to commit or not but increasing her vulnerability if she does decide to commit to a fight
I think it's nice we finally have a support that isn't trying to be a dps hero but with a heal. Zen had it because it was his thing but then we got ana's damage buffed and kiriko and the mercy buffs trying to encourage dps (which isn't working very well) along with changes to moira that make it easier to get away with playing dps on support.
for Sombra changes, if we're talking about dota inspiration, I think giving a cooldown to activating translocator after taking damage (like blink dagger) fits the 'less escapeability' portion of the quote.
@@digojez It was really confusing when Freedo mentioned a moba character before TF/TF2 Spy in terms of backstabs. The absolute pioneer of modern stylized FPS mechanics, since they weren't afraid to do things unheard of in an FPS (a healing-dedicated character, melee-only as a primary means of dealing damage, reflecting back incoming damage, _backstabs_, etc). The amount of inspiration OW takes from TF2 instead of MOBAs is far higher. Even some MOBAs take inspiration from TF2 with their abilities (with heavy damage number tweaking of course).
I don't think they will make a backstab mechanic. From TF2, people get mad about the spy's jank hitbox for backstabs. I feel like there would be many similar complaints about it not being clear when it's a back-hit vs. a normal hit. If they did up the lethality, I think they will at least try to adapt sombra's translocator where you won't simply put it next to a hacked healthpack anymore, the translocator would make have a 30 second max uptime with the same 6 second cooldown, encouraging players to use it in the middle of fights
Nope lol I would wait by health pack and then once I get ready for tye fight well I got 30 seconds no doubt I won't need it go in shoot a little and get out ahh
14:13 is the ow balance team/are devs even aware of that the tank role passive doesnt work for sig? its like season 4 now and yet he doesnt have this boop reduction like other tanks have. Frustrating as hell, especially when orisa mops you around with her wiggle.
As someone who really like Sombra, I am really worried with this new rework. I think we are slowly losing the essence of the character and with it the fantasy of playing Sombra. I fear the character is gonna end up very clunky, while until now moving around with her has always been the selling point. I really think she should get a bit of her power back (especially the hack) in exchange for some health. I understand the frustration of trying to kill a Sombra and her just escaping for free, but I don't think touching her abilities will really solve the problem. I think that by lowering her health, she will be much more vulnerable and punishable, which will make her need to play a lot more cautious, but still be able to fully live this fantasy of playing Sombra if played correctly. I just don't want a new Mercy situation where one of our best cool-down is made clunky for the sake of "balancing".
Very much agree. To be honest, I think they already made her too clunky compared to OW1 - what they're hinting at with this rework sounds like the final nail in the coffin. Sombra used to be my favorite character due to her asymmetric battlefield advantage and tactical flexibility, which made her a high skill cap and very team-oriented character to play. Now she's being gradually railroaded into a narrow, solo-play niche - and I fear the reworks will never stop coming because the role she's being optimized for (pure stealth assassin) is exactly what everybody hates playing against.
We love Alec Dawson’s balance strategy of looking at a spreadhseet of win/pick rates and not playing the game at all How bad at your job do you have to be to believe that Widowmaker is fine, Res and Blue beam are fine and Genji isn’t underpowered How did this guy get the job after Goodman left
still waiting for a junkrat rework. he just breaks so many gameplay mechanics its stupid. doesnt need to aim, position properly, or worry about ult economy. 90% of his damage comes from shooting randomly, he has a get out of jail free card with two charges, and his ult is op as fuck and so easy to generate w the absurd amounts of damage he does its just dumb as fuck
Moira could get one of two changes that could help her: 1) make the April fools joke a reality and let her have more control of the orbs. 2) let her orbs have separate cooldowns since at this point they are seemingly two different abilities on the same cooldown (especially if they are promoting the idea to toss out the purple orb to replenish your healing ability).
@@Gonourakuto It's a mixed bag all around with "how to improve" a character. I know for myself, I leaned on that first one since I thought the biggest joke of the April Fools event was them actually testing things without players realizing it (with Moira's stop orb being one of them). The second was more from what I've seen from random people mentioning since it does seem like most people usually would opt out for the purple to replenish the healing as opposed to the yellow orb that could do a temporary heal (but if you are out of both, your healing output goes to zero). As for the utility of either, that definitely wouldn't do much for her as a whole as you said. I am curious about what could be given to her that would make sense, but it's hard to say what exactly that would be. Does seem that in that sense, the majority of supports does have Moira's number in that category.
Honestly, I wouldn't complain with them giving each hero a unique passive like in OW 1 but with a general passive for given to roles. I thought it was really cool that Rein and Mercy had these passives that made them unique, but idk I feel like that'd get out of hand. I just think it would be a good way to encourage certain playstyles without absolutely destroying a character. An example of this would be the Assassin Sombra they're trying to promote, give her a perk that let's her melee during invis, and leaves that enemy hacked or debuffed for some period of time but the trade off is that it destroys translocator and slows movement speed briefly once shes uncloaked or something .
Am I missing something? why they overlook Genjis problem? Genji is clearly in a bad spot in ov2 and the only thing keeping him alive is that people still love the hero and willing to put huge effort into mastering him even when he's not meta or even good. Genji's way of playing is either, being a spammy flank hero that annoys tanks and charging ult OR killing the back lines quickly. with his current state he isn't really good at any of these. After the dmg nerf he cant pull any combos on enemies not enough to quickly kill and jump back. genjis dmg is under preforming compared to any other dps. not only that but he got 24 rounds which doesnt sound like a lot but it is. it's shows in game, it feels like a reload simulation. Add the state of the game that pretty much most of the heros or outpreforming or countering Genji, and you got the Incredible experience of playing Genji in matchmaking where all they need to do is to pick moira and you starting to rethink your life decisions. Im not saying buff him back to what he was, I do understand the problamtic state of buffing heros. but at least think of a way to make him good. idk, buff his aa he got a sword for aa anyway, something to get his combo back to kill 200hp heros. or buff him mid way from what he was. anything will do tbh.
@jelruv6721 why does Sym have 150 shields and 225 total HP then? She's literally designed to camp by her team around turrets. She doesnt need shields. The shield HP is just left over from when she was a support in 2016, because they wanted all supports to have self sustain. If Genji shouldn't have shields, then Symmetra definitely shouldn't. Every flanker besides Genji has self sustain so they can exist on a flank without needing to take your team's healing resources. Even Soldier 76 is a more effective flanker than Genji. He has mobility, self heal, and much better poke that's hitscan. Sombra can translocate instantly to a health pack. Tracer can recall. Why doesn't Genji deserve self sustain too? Giving Genji 75 shield health wouldn't make him a "mini tank". He would still get deleted just as quickly when he dashes in. It would just put him in line with the other flankers, where they don't have to ask for healing every time they get hit by random spam.
@@PhilMihaly If he will get deleted just as quickly, why give him shield HP??? Watch a tutorial. Genji was never meant to be an easy and comfortable flanker. All heroes in this game have different difficult levels. Some heroes were clearly designed to be easier to use than others. Stick to the easy heroes. You really need to watch Genji players who know what their doing before making that suggestion. Sym is not a fast moving dps so leaving shields on her makes more sense (also she is an easy hero fyi), soldier is not designed to dodge vertically and can only run around quickly so having some self healing makes more sense, Tracer's HP had to be dropped from 200 to 150 because she wouldn't die, and Sombra's gameplay is a whole other issue that's being reworked. You want Genji, a dps that climb walls, dash away, double jump, and reflect projectiles to have shield HP too? No way.
I honestly hate the Cassidy change. Sticky grenade need to be changed - we all know that. However the hp change feels like I can't do anything without being jumped on and decimated.
Yo, I have a dumb/fun suggestion for an ability. Instead of Lifeweaver pulling the player to him, the player is able look at Lifeweaver and (hit the interact key) get pulled to him that way. That way it eliminates the chance of him pulling a teammate that didn’t want pulled. Happens to me all the time since I play both Rein and Ram and get pulled when I’m in a nice fight lmao. It also allows him to keep on healing/fighting so it could keep him less distracted. It can give dive/flank Hero’s an easier way out. It is like an anti ability by him not having to activate it but it does have its perks.
I suggested something like this. It could work. LW would choose a person to put the grip on who becomes tethered that way instead of having to look at him it could just be a button press. However the enemy should be able to see the tether. I also dont think you should be invincible and have collision with say WB mines. I've seen people get gripped through my mines and it is infuriating that they get destroyed and dont inflict damage. They either need to stay vulnerable or lose ability to interact with anything like a ghost.
I wish they would just give lifeweaver a health buff till he can get a hitbox change (or maybe some sheilds like symerta but lore wise he prefers biolight over the hardlight which probably makes all sheilds so I can understand why not to from a lore sided perspective which adds into character design). Explain to me why you would make his accessory a part of the hitbox. It's a giant flower on his back and there is no other chacrate in design to compare him to rather than maybe the skirts of some female heroes (who get fairly increased with those hitboxes).
I’ve said it before, but couldn’t life grip trolling be stopped by having weaver do a line of sight check straight down from the destination? So if it detects a cliff, it simply doesn’t work?
Maybe they mean with "less escapability" that they remove her translocator and give her a new ability which will help her being more lethal. In a previous post they talked about removing either Stealth or the Translocator and I personaly hope that Stealth will stay because it is a good ability to get into position and team up when you get eliminated. As for the new ability I could imagine something that deals a little bit of damage but also debuffs one enemy but with a longer cooldown, similar to what Ramattra has with his vortex.
I'd rather the locater be able to be used offensively like they did with April fools and she'd do a small aoe burst, that way you'd have to choose using it as an escape
@@nailinthefashion I would be in favor of keeping both her abilites as they are iconic to her but change them a bit to allow another playstyle with them.
The thing to me with sombra is that in OW1 if she was doing her job to infiltrate the backline and cause mayhem id play Cassidy and stun her before she can tp with her locator. Now theres no reliable stun on anybody at all to be able to disrupt her. Plus the perma invis and being able to camp literally the spawn doors is just whack and just the worst.
I would like to see a tank passive (en lieu of the current knock back resistance) where being saved by a teammate (while at low health) grants a small amount of over health similar to the effects of commanding shout but be on some kind of save cool down such as one trigger per 8 seconds. It would make it so that saving a low HP tank will give a little padding to the tank but also allow characters like Lucio or Phara to be more viable in the "get the enemy tank off the team" battle.
Lifeweaver’s passive never made sense to me anyways. Since he seems to build things around him to help the team, it would have been cool to create a passive where he can interact with health packs.
A support that can produce or claim health packs would be useful. Still makes no sense to me that Sombra, a damager, can claim health packs. Ever sense Overwatch 1.
I'm thinking they're probably gonna tweak invis and translocator to make flanking more of a risk and maybe remove hack to give her a burst damage ability that could apply the dmg bonus that she currently gets on hacked targets
I feel like Translocator should be a fully offensive ability that she can use to get into enemy positions instead of chickening out and teleporting away whenever her healths get lower than 50
@@samuellinn I love the idea of translocator being augmented to become a weapon. Like it could maybe become a dart that she could either teleport to mid air, or if it hits an enemy it does damage, applies her passive, and will allow her to teleport to the enemy she stuck with the dart. It would also have a timer similar to old translocator with a much smaller window to use the teleport.
I suspect Sombra will be turned into a dedicated debuffer. Invisibility no longer permanent. Passive changed to do more damage to targets affected by debuffs. Teleporter removed and replaced with a skillshot Disrupt ability that reduces damage & healing output for 5 seconds. Ultimate changed to Exile - turns the bottom 40% of the HP bars of enemies in the burst black for 12 seconds. Anyone hit by Sombra's Disrupt or melee attack when they are in the black gets teleported off the battlefield - dying without leaving a soul behind.
This sounds more like a new hero rather than a sombra rework. The rework will probably just make her more like tracer, able to assassinate backlines more easily at the expense of getting rid of translocator or something. Your ideas are cool for a new support character though.
What if you got a reduction on your cool downs with every kill. Similarly to genji swift strike. A reduced second for mobility on a cool down would be nice.
If they give Sombra a backstab mechanic, I think they should also give her a mask so she can wear a disguise , a suit to make her look more professional and throw in a French accent to confuse the enemy
Random bad guesses for a Sombra that is "more lethal and/but has less escapability" (is that her escape, or her enemies, to be clear?)... 1. Quick Melee now also Hacks if the target isn't already Hacked. OR, Hack can now be cancelled by Quick Melee to dash-strike and instantly apply the Hack to enemies within 8 meters. 2. Some sort of Hack and Quick Melee synergy, such as being able to blink-strike Quick Melee to hacked targets and deal bonus damage with it, perhaps also reapplying the silence on a short ICD. 3. Hack instead ends all current ability actions and stifles the next action attempted within 2 seconds and puts it on cooldown for a minimum of 5 seconds, and deals 10 damage + 5% of the enemy's health as damage (or whatever combination that isn't nothing on tanks and absurd on squishies) when stifling that action. This makes it burstier, gives it more crucial and lasting skill denial, but also grants a further bit of counterplay. 4. Idk, Hack gains a second charge (but at a longer cooldown), and while either charge is available, she can use Quick Melee to "nuero-spike" people to cause some additional debuff that aids in bursting them down?
All I have to say is since Moira can now fade during Coalescence is powerful. Especially since it stops the counter during your fade meaning you can reposition and resume the Coalescence at the same point you faded. I've abused this on people to pop cooldowns and fade to wait them out on order to get more value from the Kamehameha.
@@BigBoss549 Yea but what kind? Dmg boost would make Moira even more insufferable, wall hacks unfair, speed decreases maybe but that's a CC and her mobility and CC would again be painful. Vampiric with those hit by bubble it bleeds that out as a slow heal to ally's within it's range would be okay and fit her design but almost all of it imbalances something in her kit towards OP
i would personally rather see specific passives for each hero if/when their needed rather than just balnket abilities for a role. For instance Lucio should have a passive that lets him displace tanks better imo not too crazy but just more than it is now.
the best option for sombra is making her invis a passive skill... after 6 (?) seconds not taking damage/shooting, she goes invisible. and add adding another skill, maybe a decoy/clone that does a bit of damage when they're killed.
Pro lost their mind with the Brig buff but imo after playing with it I love it, Brig can finally do what she was originally made to do , which was defend the backline even if it is just for a short amount of time.
She was not meant to be in the backline, she is close range and tankier than other support. The nerfs have just pushed her into the backline, where she gets less value.
@@lacke1-gz5qg This has never been the *intended* design of the hero. Thinking Brig is supposed to be a "melee Support" is the biggest low rank take ever. She's meant to anchor corners and stabilize backlines while keeping Inspire uptime from ranged whip shots.
I've been saying that Parting Gift should have Trapped/Rooted enemies in place while healing allies from day 1. Removing it such a cop-out on the devs part.
Give Hog a "Scrap shield" where hog can block off terrain or use it for cover until it's destroyed/placed somewhere else. Neither team can shoot or see through it.
Role passive update. Dps : Death timer reduced by 1.5secs Support: Primary heal now heals friendly targets within 5yards for 15% of primary heal. Tank: "Lone Survivor" - tanks with two or more players dead now take 15% less dmg.
Death timers should never be altered, it would make dps queue times skyrocket and unfair. Support passive would make killing way harder and more annoying. Tank would just be giving more ult charge and causing for a slower game bc of stalling.
Hot take: They should rework Sombra and Widow so that Widow becomes the strike from invisibility one-and-done assassin and Sombra leans more into the disruptive hacker that’s about predicting and shutting down plays.
Sombra backstab would be a bad idea unless they're wanting to put in more one shots. Characters like that are basically balanced over the likelihood that they kill someone before the enemy can fight back, or are the just killed themselves. Honestly Sombra is real fun right now, I'd improve her bloom recovery if you pulse shots and let the tank passive make hacking require a longer channel against them and you're good to go
I figured out a way to fix life which still keeps his character, alive and unique, and it makes almost no change, and it’s when the player is grabbed, they have the option to press interact, which will automatically like all of the player who is cracked it is not life commands that chance but the player who is in lifeguard mode when they don’t wish to be grabbed or when they want to be released at a certain point
I think of all dps mei by far and away has the most potential to be reworked into an entirely different role and it would be an interest way to balance out the roster, I’m obviously not a game designer so my opinion isn’t worth much but I think an interesting way to do it would be to remove the damage of her freeze beam, maintain the slow/freeze of enemies, and add a heal effect on teammates, and to rework ice block to either have team wide utility rather than be a get out of damage free card for mei only or to replace it with another ability entirely, her ult can remain entirely unchanged but removing the freeze while maintaining the slow and having it heal in slightly in the aoe too would be an acceptable change
I would love a new arcade mode called mystery bonus, you get to pick your hero but at the start of the game you get to pick from 3 overall traits (more than 3 available only 3 are random picked to be chosen per game) that doesn't change maybe like "giant" (more heath bigger hitbox but less damage) and after each death a new random modifier like poison shots, super speed, quickdraw or something. The traits would would replace the role passives and be a consistent but the modifiers would just be a smaller bonus, I think it could be fun and maybe they could throw some hero special Traits/modifiers from the pve trees in to shake it up. defiantly not completive and could have strong chances of teams being completely unbalanced but I think It would be a great party mode in the arcade. This only just popped in my head as I was about to write that I would love a mode where the role passives got mixed around like un boopable supports or self healing tanks, but that was a terrible idea that slowly grew in my mind to this, thought I'd share so hopefully it gains some traction and maybe becomes a thing :).
I've been playing a lot more Sombra recently since Lifeweaver. I always saw her as more of a Distraction Hero than a Damage dealer. She 's basically an annoying mosquito.
I think a cool passive to add to the DPS role would be some kind of bonus to getting multi-kills, like maybe getting a double kill gives a bonus % to the amount of charge gained for that kill and slightly more for a triple kill. For example if you got 100 pts towards ult charge for the first kill, the second gives you 120 and third 140 and so on, rather than just getting 100 flat for each. This would incentivize aggressive rush styles off play and potentially faster team fights as players would be rewarded more for getting rapid kills.
I like the backstab prediction although I feel like that could be a tough thing to figure out in the middle of a game. I can hear the cries now of “But they weren’t facing me! That should have been a backstab!”
I think Junker Queen needs a bit more damage on her gun personally, and then she's fine. I feel like no matter how many times I shoot someone at close range, even with crits, I don't do a lot of damage
I feel like they could have just made parting gift not be able to be picked up by enemies though I don’t really think it was that important to his kit that I’m particularly mad about it being removed
For moira why don’t they do something with her orbs where her heal orb just applies to a target and heals them for 5 seconds at 40 hps and the damage orb can do something similar but in addition to dealing some damage to a single target it also can slow cooldown recharge time or slow the target or something like that to encourage the moira assassin play style like the direction of moira seems like they want her to be able to support and harass back lines so why not just lean into it more and make her more of a cool down cycle hero
As a FFXIV player, people being upset about the Lifegrip ability is just funny to me. Healers on xiv have had that exact ability for years now, called Rescue, and it’s saved my DPS ass more times than I can count. It can still be used to troll but most people don’t in serious content. I realize they’re different games with vastly different play styles but in my experience they feel the same. I’ve been wanting a character like Lifeweaver since Overwatch 1 and I am so so happy we finally got him. 💕
I think the trouble with genji is the high skill cap he has and that once you learn how to scan a genji to hit him, it sort of becomes easy and then his manoeuvrability is wasted. Plus the fact that everyone is scared of blade. I'm a genji main, all I play is him and I've noticed that enemies will literally just ult save to counter blade, so unless you kill them in the right scenario it's useless. I've started using it to bait ultimates now so they can't use it for another team member haha. Genji is fun when he works. Whihc is a niche amount of time.
I remember that when sombra came out that a dev said that she is supposed to be a annoying infiltrator instead of your average damage dealer, but maybe they are going to push her more into a assasin one day. Guess that day isn't too far away anymore.
In my own experiences playing a few matches of OW2 most evenings, I see people leave games and throw temper tantrums and get all in their feelings and pout and all of that when they get repeatedly hacked and camped by a Sombra. And I can kind of understand. It is frustrating. The problem I think with Sombra overall is that the only person who has fun most of the time during an interaction with a Sombra is the Sombra player themselves. Usually the enemy is not finding it to be very fun at all.
The problem with the fantasy of a stealth infiltrator is that it's so disruptive and annoying to the enemy. And while there is counterplay, that doesn't always occur to your average player. It's not necessarily intuitive. Like for example, I like to pick Reaper against Sombra because he has a high health pool and can usually sustain himself when getting ambushed by Sombra and her hack. Life leech turns out to be nice for self-sustain. His shotguns are also great for revealing her from stealth by shooting at seemingly vacant doorways where you suspect the Sombra might be. This kind of stuff, which you can also pull off with heroes like Dva or Torb with their shotguns, isn't necessarily intuitive. Plus... and maybe the biggest point of all... is that it's not fun to just fire into empty rooms wondering if a Sombra might be there. You're literally taking shots in the dark. That's not a fun strategy for most people.
I don't mind Sombra too much myself, because she doesn't usually bother me. But I understand why other people hate her and I think a redesign is warranted. I think her original fantasy can't really fit into the game at this point.
@@d4mephisto as a Moira main, the fact that Sombras bitch ass can hack my ult makes me wanna stop playing.
@@d4mephisto i hate seeing her when im feeling to play zen as she just farms him easy.
@@dantevic Sounds like a bad case of FitzySD.
@@d4mephisto All they'd really have to do to alleviate this is revert some of her abilities back to how they were in overwatch one. Infinite stealth and hacking during invis, while fun, lacks the counterplay that she initially had. The devs exacerbated the issue by making Hack essentially unreactable. In overwatch one hack was still annoying but it was manageable if you paid enough attention and tried to look out for the enemy sombra. Hence why despite being annoying, Sombras win rate was lower then most other characters.
I think it's ok for a character to be annoying. As there are still several characters and abilities that are much more prominent and annoying when in the hands a a skilled player.
One thing I never understood even when Lifeweaver was announced was why are enemies are able to take parting gift at all. Wouldn't it be logical to make it heal only your teammates?
Right, just seems like food for dives
Guess that was too much work so they just removed it
I think it was meant to reflect his character more than actually benefit gameplay. It’s a cool concept as a more neutral character, but definitely doesn’t work as a gameplay mechanic.
or heal your teammates when they pick it and dmg ur enemies if they do
It's really more of an added risk when Wifeleaver does die. So not only did he feed, he also encouraged divers to hunt him.
I like a risk in my games so i don't mind parting gift existing however his thorn valley and heals are underwhelming so defending yourself often feel so unfair/one sided.
Why not split the DPS time passive into a couple of different passives. There are so many DPS and it's hard to group characters like Hanzo and Bastion into the same passive. They should be on kill passives, but I think they should have different effects based on the character role.
I was just thinking this.
They should split them into offense and defense 🧠
Faster reload for some, faster weapon charge for others (hanzo), faster movement for others, etc.
You understand the passives weren't meant to just buff the roles. They were designed to cover the issues that arose from changing from 6v6 to 5v5. Tanks needed more CC resistance without a second tank, Supports lost a lot of the potential peel so they needed more self sustain. DPS didn't need a passive because nothing needed fixing
Put slower paced heroes like: Ashe, Hanno, Cass, Widow in one called Tactical and faster heroes like: Echo, Genji, Tracer into another called Assault. Offense and Defense were very misleading titles, that's why they were removed.
They already had the object entity type of the interactible "on death" thing. The Torbjorn armor pack from early Overwatch 1. They could have reused that asset and made the lotus flower passive of Lifeweaver be interactible only by allies, j ust like in the past Torbjorn armor packs could be picked up and seen only by allies.
I don’t think technology or time is what is making them removing the passive entirely, it’s the fact that it is useless even if it just for teammates
@@fuscello that's exactly what it is lol it's a throwaway ability for flavor whereas they want the passive to be impactful to the fight somehow
And then you have the issue of LW getting to drop a free 250 HP for his tank to pick up and turn the fight with. Ana has to do a ranged burst heal combo to get over 200 burst healing, and needs a CD to do it. LW would do that for free, and it would stay there to be picked up anytime. It’s not good game design to give a fight-swinging burst heal for dying.
@@dashieldmasta177 dying=free lmao
@@hugeborse5374 It pops off automatically with zero input required and doesn’t affect any other part of his kit. It’s free.
It makes sense to me that low skill teams get more out of Lifeweaver than high skill players. High skill players won't need to be saved via Lifegrap as often as low skill players, and the added cover that Tree of Life provides, just isn't much of a factor for higher skill players who ALREADY pick good positions and are already close to cover.
You give high skill players too much credit... They are always out of position or overextended 💯
@@Srsbzns_5150 It's all relative. Relative to metal rank players? Ranks where you just don't get punished that hard for walking out into the open and just living there sometimes?
Are you high skill player?
@@jackobatgaming Always happens in diamond...
Also makes no sense that low skill teams get more out of Lifeweaver since as you said even if they missposition often, they get punished less and get away with greedy positioning, as when a "high" level player makes a mistake they almost always die, so Lifeweaver has much more usefull usage in higher ranks.
@@Dj0enderman3000 Well low rtank players may not get intentionally punished as often, they die more because they take accidental damage a lot more too. They just straight up walk into damage that was spammed into a choke point WAY more often.
Stunned a reaper on point out of ult with Brig. Felt pretty good.
This might be crazy, but I think 2 separate dps passive might be the way to go. At the start of OW1, we had offensive and defensive dps, which lead to different design choices.I think this could lead to better options in the long run
They should give Widowmaker scope glint. If she’s scoped towards you at range, you can easily see her position. No more crying about getting one shot from across the map, u can literally see when she has the opportunity to clap u, so long as you’re looking in her direction.
When they did that to Sojurn it made it much easier locate the threat and play accordingly. I think it would be a good change to Widowmaker too. What about suppressing the glint during her ultimate as compensation?
I like that. Another idea would be to bring her health down to 150. Make her squishy as hell.
@@jrm371 175 is honestly good enough
For Moria, what if they tightened the orb spread but you could bend the orbs trajectory, when you pressed the button, the orb would move towards your crosshairs?
That’s a really neat idea actually
moira*
Or remove her primary fire lock on and make her shoot a bunch of smaller orbs that explode into mist and then the mist comes back and heals her. Then you could give her more utility and less noob friendly
Or if instead of damage is was like orisa from ovw1? Like purple tendrils displacing the enemies giving moira more of a support feel than a dps
@@-.Outlaw.- How is that more utility?
The Blizzard approach of balancing around (unmirrored) winrate is the single thing that is going to destroy this game for good.
Mr Alec Dawson is satisfied with the state of Widow and doesn't think that she dominates that much outside of GM. Meanwhile If you don't swap your whole team comp, and most importantly if your TANK doesn't swap, then you're just gonna get 1shot everytime you peak a corner (and even if you don't, will you peak that corner?).
Widow just prevents you from playing the game if your team doesn't swap around her. But Sombra is getting a big rework when perma-invis was the only answer to a good widow when your tank won't swap...
i'm glad that even though they are trying to give moira more utility that they are still making it a point to stay true to her character and lore and i personally like the simplistic design she has, like for me it adds variety to the support roster. also, i know everyone complains she doesn't have enough utility but i do think a lot of it comes down to how you play her.
I always thought Sombra’s current concept doesn’t make sense despite her still being fun and useful. She had aspects of being some sort of assassin and disruptor but now her dps is quite low that it’s sometimes hard to finish targets and the hack rework is more of a damage boost at this point, hopefully the rework makes her more of an assassin as some supports and snipers are starting to get too comfortable in the backline.
Fr her damage and spread is so bad still, and it's worse with how healing out does her damage, especially in overwatch 2 now that we have self healing passive and the addition of kiriko... without being able to hack during invis and the hack damage buff, sombra would've been the most weakest dps during launch
Idk what you play lol like you said you get a damage boost pop that bitch on a tank and get to shooting.
I think would you could look into with Hanzo and the DPS passive is give him a specific version of it, like the next set of arrows charge faster.
Yeah, that’s what I think would be best
Nah, he is one of the Strongest dps he doesn't need that.
Instead of role passives, I think all heroes, especially the DPS roster, should have their own sub roles with each sub role having their own role passive to best suit the playstyle of the heroes
How about changing the way Sombra’s translocator works? Something like a 3 second timer that starts when she breaks stealth and the beacon is destroyed, making players have to decide weather to commit or not but increasing her vulnerability if she does decide to commit to a fight
I think it's nice we finally have a support that isn't trying to be a dps hero but with a heal. Zen had it because it was his thing but then we got ana's damage buffed and kiriko and the mercy buffs trying to encourage dps (which isn't working very well) along with changes to moira that make it easier to get away with playing dps on support.
for Sombra changes, if we're talking about dota inspiration, I think giving a cooldown to activating translocator after taking damage (like blink dagger) fits the 'less escapeability' portion of the quote.
I think the only thing they should change about Ramattra is that his staff should have slightly faster projectile speeds
I looove the backstab ability idea for sombra! maybe make it an ultimate ability with some sort of execution animation
tf2 spy 📮
I mean if it’s only one kill that would be a bad ult widow can one shot head shot yk so a whole ult for just one one shot
@@donavyn6326 Maybe when she does her EMP she can target 1 player to assassinate with a long enough animation that it can be interrupted.
@@digojez It was really confusing when Freedo mentioned a moba character before TF/TF2 Spy in terms of backstabs. The absolute pioneer of modern stylized FPS mechanics, since they weren't afraid to do things unheard of in an FPS (a healing-dedicated character, melee-only as a primary means of dealing damage, reflecting back incoming damage, _backstabs_, etc). The amount of inspiration OW takes from TF2 instead of MOBAs is far higher. Even some MOBAs take inspiration from TF2 with their abilities (with heavy damage number tweaking of course).
I read that as Moab lol
I think DPS are too diverse to have a passive tbh
I don't think they will make a backstab mechanic. From TF2, people get mad about the spy's jank hitbox for backstabs. I feel like there would be many similar complaints about it not being clear when it's a back-hit vs. a normal hit. If they did up the lethality, I think they will at least try to adapt sombra's translocator where you won't simply put it next to a hacked healthpack anymore, the translocator would make have a 30 second max uptime with the same 6 second cooldown, encouraging players to use it in the middle of fights
Nope lol I would wait by health pack and then once I get ready for tye fight well I got 30 seconds no doubt I won't need it go in shoot a little and get out ahh
14:13 is the ow balance team/are devs even aware of that the tank role passive doesnt work for sig? its like season 4 now and yet he doesnt have this boop reduction like other tanks have. Frustrating as hell, especially when orisa mops you around with her wiggle.
Freedo do you think they should add more cosmetics to the golden guns? Like the fan made concept of diamond skin and dark matter
I was literally looking for the new vid talking about this just now
As someone who really like Sombra, I am really worried with this new rework. I think we are slowly losing the essence of the character and with it the fantasy of playing Sombra. I fear the character is gonna end up very clunky, while until now moving around with her has always been the selling point.
I really think she should get a bit of her power back (especially the hack) in exchange for some health. I understand the frustration of trying to kill a Sombra and her just escaping for free, but I don't think touching her abilities will really solve the problem. I think that by lowering her health, she will be much more vulnerable and punishable, which will make her need to play a lot more cautious, but still be able to fully live this fantasy of playing Sombra if played correctly. I just don't want a new Mercy situation where one of our best cool-down is made clunky for the sake of "balancing".
Very much agree. To be honest, I think they already made her too clunky compared to OW1 - what they're hinting at with this rework sounds like the final nail in the coffin.
Sombra used to be my favorite character due to her asymmetric battlefield advantage and tactical flexibility, which made her a high skill cap and very team-oriented character to play. Now she's being gradually railroaded into a narrow, solo-play niche - and I fear the reworks will never stop coming because the role she's being optimized for (pure stealth assassin) is exactly what everybody hates playing against.
We love Alec Dawson’s balance strategy of looking at a spreadhseet of win/pick rates and not playing the game at all
How bad at your job do you have to be to believe that Widowmaker is fine, Res and Blue beam are fine and Genji isn’t underpowered
How did this guy get the job after Goodman left
still waiting for a junkrat rework. he just breaks so many gameplay mechanics its stupid. doesnt need to aim, position properly, or worry about ult economy. 90% of his damage comes from shooting randomly, he has a get out of jail free card with two charges, and his ult is op as fuck and so easy to generate w the absurd amounts of damage he does its just dumb as fuck
Moira could get one of two changes that could help her:
1) make the April fools joke a reality and let her have more control of the orbs.
2) let her orbs have separate cooldowns since at this point they are seemingly two different abilities on the same cooldown (especially if they are promoting the idea to toss out the purple orb to replenish your healing ability).
Yeah but what they wanna do is give moira utility and neither of these changes are utility
@@Gonourakuto It's a mixed bag all around with "how to improve" a character. I know for myself, I leaned on that first one since I thought the biggest joke of the April Fools event was them actually testing things without players realizing it (with Moira's stop orb being one of them). The second was more from what I've seen from random people mentioning since it does seem like most people usually would opt out for the purple to replenish the healing as opposed to the yellow orb that could do a temporary heal (but if you are out of both, your healing output goes to zero).
As for the utility of either, that definitely wouldn't do much for her as a whole as you said. I am curious about what could be given to her that would make sense, but it's hard to say what exactly that would be. Does seem that in that sense, the majority of supports does have Moira's number in that category.
Honestly, I wouldn't complain with them giving each hero a unique passive like in OW 1 but with a general passive for given to roles. I thought it was really cool that Rein and Mercy had these passives that made them unique, but idk I feel like that'd get out of hand. I just think it would be a good way to encourage certain playstyles without absolutely destroying a character.
An example of this would be the Assassin Sombra they're trying to promote, give her a perk that let's her melee during invis, and leaves that enemy hacked or debuffed for some period of time but the trade off is that it destroys translocator and slows movement speed briefly once shes uncloaked or something .
Am I missing something? why they overlook Genjis problem?
Genji is clearly in a bad spot in ov2 and the only thing keeping him alive is that people still love the hero and willing to put huge effort into mastering him even when he's not meta or even good.
Genji's way of playing is either, being a spammy flank hero that annoys tanks and charging ult OR killing the back lines quickly.
with his current state he isn't really good at any of these.
After the dmg nerf he cant pull any combos on enemies not enough to quickly kill and jump back. genjis dmg is under preforming compared to any other dps.
not only that but he got 24 rounds which doesnt sound like a lot but it is. it's shows in game, it feels like a reload simulation.
Add the state of the game that pretty much most of the heros or outpreforming or countering Genji, and you got the Incredible experience of playing Genji in matchmaking where all they need to do is to pick moira and you starting to rethink your life decisions.
Im not saying buff him back to what he was, I do understand the problamtic state of buffing heros. but at least think of a way to make him good.
idk, buff his aa he got a sword for aa anyway, something to get his combo back to kill 200hp heros.
or buff him mid way from what he was. anything will do tbh.
I think that the way genji was pre nerf wouldn’t have made him meta after season 1
@@redspy6089 wdym?
@@ShadoW-wb2rh like if they didn’t nerf him he would’ve fallen out of the meta anyway
@@redspy6089 I don't know about that.
Genji pre nerf wasn't broken but he was strong af.
@@ShadoW-wb2rh yeah but season 2 soj and widow was just was better and still is rn
I'd like to see Genji get some shield HP, so he could have self sustain like the other flankers.
Thankfully ow players got no control over balancing
That sounds terrible. He's an assassin not a mini-tank. Watch good genji players. Genji's jumping movement and reflect is what helps him survive.
@jelruv6721 why does Sym have 150 shields and 225 total HP then? She's literally designed to camp by her team around turrets. She doesnt need shields. The shield HP is just left over from when she was a support in 2016, because they wanted all supports to have self sustain. If Genji shouldn't have shields, then Symmetra definitely shouldn't.
Every flanker besides Genji has self sustain so they can exist on a flank without needing to take your team's healing resources. Even Soldier 76 is a more effective flanker than Genji. He has mobility, self heal, and much better poke that's hitscan. Sombra can translocate instantly to a health pack. Tracer can recall. Why doesn't Genji deserve self sustain too?
Giving Genji 75 shield health wouldn't make him a "mini tank". He would still get deleted just as quickly when he dashes in. It would just put him in line with the other flankers, where they don't have to ask for healing every time they get hit by random spam.
@@PhilMihaly ain't reading all of dat
@@PhilMihaly If he will get deleted just as quickly, why give him shield HP??? Watch a tutorial. Genji was never meant to be an easy and comfortable flanker. All heroes in this game have different difficult levels. Some heroes were clearly designed to be easier to use than others. Stick to the easy heroes. You really need to watch Genji players who know what their doing before making that suggestion.
Sym is not a fast moving dps so leaving shields on her makes more sense (also she is an easy hero fyi), soldier is not designed to dodge vertically and can only run around quickly so having some self healing makes more sense, Tracer's HP had to be dropped from 200 to 150 because she wouldn't die, and Sombra's gameplay is a whole other issue that's being reworked. You want Genji, a dps that climb walls, dash away, double jump, and reflect projectiles to have shield HP too? No way.
Thanks for including the sources!
I honestly hate the Cassidy change. Sticky grenade need to be changed - we all know that. However the hp change feels like I can't do anything without being jumped on and decimated.
Yo, I have a dumb/fun suggestion for an ability. Instead of Lifeweaver pulling the player to him, the player is able look at Lifeweaver and (hit the interact key) get pulled to him that way.
That way it eliminates the chance of him pulling a teammate that didn’t want pulled. Happens to me all the time since I play both Rein and Ram and get pulled when I’m in a nice fight lmao.
It also allows him to keep on healing/fighting so it could keep him less distracted.
It can give dive/flank Hero’s an easier way out.
It is like an anti ability by him not having to activate it but it does have its perks.
I suggested something like this.
It could work. LW would choose a person to put the grip on who becomes tethered that way instead of having to look at him it could just be a button press. However the enemy should be able to see the tether. I also dont think you should be invincible and have collision with say WB mines. I've seen people get gripped through my mines and it is infuriating that they get destroyed and dont inflict damage. They either need to stay vulnerable or lose ability to interact with anything like a ghost.
I wish they would just give lifeweaver a health buff till he can get a hitbox change (or maybe some sheilds like symerta but lore wise he prefers biolight over the hardlight which probably makes all sheilds so I can understand why not to from a lore sided perspective which adds into character design). Explain to me why you would make his accessory a part of the hitbox. It's a giant flower on his back and there is no other chacrate in design to compare him to rather than maybe the skirts of some female heroes (who get fairly increased with those hitboxes).
I’ve said it before, but couldn’t life grip trolling be stopped by having weaver do a line of sight check straight down from the destination? So if it detects a cliff, it simply doesn’t work?
Maybe they mean with "less escapability" that they remove her translocator and give her a new ability which will help her being more lethal. In a previous post they talked about removing either Stealth or the Translocator and I personaly hope that Stealth will stay because it is a good ability to get into position and team up when you get eliminated. As for the new ability I could imagine something that deals a little bit of damage but also debuffs one enemy but with a longer cooldown, similar to what Ramattra has with his vortex.
I'd rather the locater be able to be used offensively like they did with April fools and she'd do a small aoe burst, that way you'd have to choose using it as an escape
@@nailinthefashion I would be in favor of keeping both her abilites as they are iconic to her but change them a bit to allow another playstyle with them.
@@93Chowo agree and I also don't want Fitzy to quit
The thing to me with sombra is that in OW1 if she was doing her job to infiltrate the backline and cause mayhem id play Cassidy and stun her before she can tp with her locator. Now theres no reliable stun on anybody at all to be able to disrupt her. Plus the perma invis and being able to camp literally the spawn doors is just whack and just the worst.
You were def right bout brig. I saw that podcast episode and while others freaked out you quietly called it right
I would like to see a tank passive (en lieu of the current knock back resistance) where being saved by a teammate (while at low health) grants a small amount of over health similar to the effects of commanding shout but be on some kind of save cool down such as one trigger per 8 seconds. It would make it so that saving a low HP tank will give a little padding to the tank but also allow characters like Lucio or Phara to be more viable in the "get the enemy tank off the team" battle.
GENJI GHOST DASH COMING BACK?????
i would literally cry tears of joy
They support passive might be my favorite thing about OW2
Lifeweaver’s passive never made sense to me anyways. Since he seems to build things around him to help the team, it would have been cool to create a passive where he can interact with health packs.
A support that can produce or claim health packs would be useful. Still makes no sense to me that Sombra, a damager, can claim health packs. Ever sense Overwatch 1.
Do you watch replays? I have a hanzo clip that I wanted to see where I could improve on
I find it humorous that you compared a backstab mechanic to a MOBA instead of TF2's Spy, the game that Overwatch took heavy inspiration from.
Whens genji gonna be useful or gets a buff?
I'm thinking they're probably gonna tweak invis and translocator to make flanking more of a risk and maybe remove hack to give her a burst damage ability that could apply the dmg bonus that she currently gets on hacked targets
The whole character personality is based around hacking though so they're always going to have "hacking" of some sort.
I feel like Translocator should be a fully offensive ability that she can use to get into enemy positions instead of chickening out and teleporting away whenever her healths get lower than 50
@@samuellinn I love the idea of translocator being augmented to become a weapon. Like it could maybe become a dart that she could either teleport to mid air, or if it hits an enemy it does damage, applies her passive, and will allow her to teleport to the enemy she stuck with the dart. It would also have a timer similar to old translocator with a much smaller window to use the teleport.
I suspect Sombra will be turned into a dedicated debuffer.
Invisibility no longer permanent.
Passive changed to do more damage to targets affected by debuffs.
Teleporter removed and replaced with a skillshot Disrupt ability that reduces damage & healing output for 5 seconds.
Ultimate changed to Exile - turns the bottom 40% of the HP bars of enemies in the burst black for 12 seconds.
Anyone hit by Sombra's Disrupt or melee attack when they are in the black gets teleported off the battlefield - dying without leaving a soul behind.
This sounds more like a new hero rather than a sombra rework. The rework will probably just make her more like tracer, able to assassinate backlines more easily at the expense of getting rid of translocator or something. Your ideas are cool for a new support character though.
So happy that they won't put in the confirmation to get pulled by the pretty boy. That would mean no one would ever get pulled in lower ranks.
I'd def like to know if they're looking at doomfist. I want him to feel more like a fighting game character
Make hog crush his “breather can” allowing an aoe team heal that heals less but also gives a smoke bomb cover effect
So they want you to know where a player goes when I leave the movement ability yet they give carrico an option to go anywhere
What if you got a reduction on your cool downs with every kill. Similarly to genji swift strike. A reduced second for mobility on a cool down would be nice.
13:36 Loki from smite also gets bonus damage when hitting enemy from behind
If they give Sombra a backstab mechanic, I think they should also give her a mask so she can wear a disguise , a suit to make her look more professional and throw in a French accent to confuse the enemy
Maybe switch the smg out for a revolver thats does critical headshots just to suit the assassin aesthetic
Sombra being French Mexican... I can get with that lol
@@mcqueen8737 Cassidy already has a revolver, but Sombra could just get a regular silenced pistol.
The thing they do t tell about Briggs new ult is that you only get 2 stuns max sometimes 1 if shield bash is on cooldown when you pop ult
Random bad guesses for a Sombra that is "more lethal and/but has less escapability" (is that her escape, or her enemies, to be clear?)...
1. Quick Melee now also Hacks if the target isn't already Hacked. OR, Hack can now be cancelled by Quick Melee to dash-strike and instantly apply the Hack to enemies within 8 meters.
2. Some sort of Hack and Quick Melee synergy, such as being able to blink-strike Quick Melee to hacked targets and deal bonus damage with it, perhaps also reapplying the silence on a short ICD.
3. Hack instead ends all current ability actions and stifles the next action attempted within 2 seconds and puts it on cooldown for a minimum of 5 seconds, and deals 10 damage + 5% of the enemy's health as damage (or whatever combination that isn't nothing on tanks and absurd on squishies) when stifling that action. This makes it burstier, gives it more crucial and lasting skill denial, but also grants a further bit of counterplay.
4. Idk, Hack gains a second charge (but at a longer cooldown), and while either charge is available, she can use Quick Melee to "nuero-spike" people to cause some additional debuff that aids in bursting them down?
All I have to say is since Moira can now fade during Coalescence is powerful. Especially since it stops the counter during your fade meaning you can reposition and resume the Coalescence at the same point you faded. I've abused this on people to pop cooldowns and fade to wait them out on order to get more value from the Kamehameha.
The most people don't even know you can do it. Except me I never have seen one who use it.
@@goodbro2046 It's a nice new secret weapon. Feels like instant transmission Kamehameha lol
It’s such a strange change to her kit. Maybe give her actual utility so she’d get played more
@@BigBoss549 Yea but what kind? Dmg boost would make Moira even more insufferable, wall hacks unfair, speed decreases maybe but that's a CC and her mobility and CC would again be painful.
Vampiric with those hit by bubble it bleeds that out as a slow heal to ally's within it's range would be okay and fit her design but almost all of it imbalances something in her kit towards OP
I would love to see reverse damage drop off for widow making it much easier to deal with her but she’s still lethal at long range.
Widow is just a dog hero. I hate her but if she has damage drop off at close range she’s going to be useless. They need to remove her
@@dopefreshness77 well that would be the closest thing to it wouldn’t it?
i would personally rather see specific passives for each hero if/when their needed rather than just balnket abilities for a role. For instance Lucio should have a passive that lets him displace tanks better imo not too crazy but just more than it is now.
I like this idea even if it would require lot of work. The Lucio passive needs to happen
13:35 In other words making Sombra even more like Spy from Team Fortress 2
the best option for sombra is making her invis a passive skill... after 6 (?) seconds not taking damage/shooting, she goes invisible. and add adding another skill, maybe a decoy/clone that does a bit of damage when they're killed.
Pro lost their mind with the Brig buff but imo after playing with it I love it, Brig can finally do what she was originally made to do , which was defend the backline even if it is just for a short amount of time.
She was not meant to be in the backline, she is close range and tankier than other support. The nerfs have just pushed her into the backline, where she gets less value.
@@lacke1-gz5qg This has never been the *intended* design of the hero. Thinking Brig is supposed to be a "melee Support" is the biggest low rank take ever. She's meant to anchor corners and stabilize backlines while keeping Inspire uptime from ranged whip shots.
I think for Sombra they will change her teleport to a timed ability.
I've been saying that Parting Gift should have Trapped/Rooted enemies in place while healing allies from day 1. Removing it such a cop-out on the devs part.
Give Hog a "Scrap shield" where hog can block off terrain or use it for cover until it's destroyed/placed somewhere else. Neither team can shoot or see through it.
Hog is the shield tho.
Role passive update.
Dps : Death timer reduced by 1.5secs
Support: Primary heal now heals friendly targets within 5yards for 15% of primary heal.
Tank: "Lone Survivor" - tanks with two or more players dead now take 15% less dmg.
What do you think?
Death timers should never be altered, it would make dps queue times skyrocket and unfair.
Support passive would make killing way harder and more annoying.
Tank would just be giving more ult charge and causing for a slower game bc of stalling.
Sombras new mechanic is to nerf genji.
Does the passive still exist for allies?
Talking about Moria getting recon....she already has that with damage orb im confused.
The Sombra backstabbing sounds like the Spy from TF2
Hot take: They should rework Sombra and Widow so that Widow becomes the strike from invisibility one-and-done assassin and Sombra leans more into the disruptive hacker that’s about predicting and shutting down plays.
My guess for hog is his ult will be reworked to give him some sort of 1 shot combo with his primary fire again
I can never go back to ow1 playing sup without the role passive again ngl
Tbh all I think they need to do to roadhog is add a slow to his hook and increase his primary weapons fire rate. It would be a simple and fair rework.
Sombra backstab would be a bad idea unless they're wanting to put in more one shots. Characters like that are basically balanced over the likelihood that they kill someone before the enemy can fight back, or are the just killed themselves. Honestly Sombra is real fun right now, I'd improve her bloom recovery if you pulse shots and let the tank passive make hacking require a longer channel against them and you're good to go
I figured out a way to fix life which still keeps his character, alive and unique, and it makes almost no change, and it’s when the player is grabbed, they have the option to press interact, which will automatically like all of the player who is cracked it is not life commands that chance but the player who is in lifeguard mode when they don’t wish to be grabbed or when they want to be released at a certain point
Oh my god leave sombra alone already. She's actually fun to play right now and they're gonna destroy her.
I think of all dps mei by far and away has the most potential to be reworked into an entirely different role and it would be an interest way to balance out the roster, I’m obviously not a game designer so my opinion isn’t worth much but I think an interesting way to do it would be to remove the damage of her freeze beam, maintain the slow/freeze of enemies, and add a heal effect on teammates, and to rework ice block to either have team wide utility rather than be a get out of damage free card for mei only or to replace it with another ability entirely, her ult can remain entirely unchanged but removing the freeze while maintaining the slow and having it heal in slightly in the aoe too would be an acceptable change
I don't understand why they took parting gift from him :( (they should have just changed its effect to only benefit teammates)
Probably because it was more useful for the enemy team
maybe watch the video before commenting
@@myusernameisthisduh I did it’s a dumb change
I would love a new arcade mode called mystery bonus, you get to pick your hero but at the start of the game you get to pick from 3 overall traits (more than 3 available only 3 are random picked to be chosen per game) that doesn't change maybe like "giant" (more heath bigger hitbox but less damage) and after each death a new random modifier like poison shots, super speed, quickdraw or something. The traits would would replace the role passives and be a consistent but the modifiers would just be a smaller bonus, I think it could be fun and maybe they could throw some hero special Traits/modifiers from the pve trees in to shake it up. defiantly not completive and could have strong chances of teams being completely unbalanced but I think It would be a great party mode in the arcade. This only just popped in my head as I was about to write that I would love a mode where the role passives got mixed around like un boopable supports or self healing tanks, but that was a terrible idea that slowly grew in my mind to this, thought I'd share so hopefully it gains some traction and maybe becomes a thing :).
6:39 A wild SAMMITO maulds somewhere in the distance.
I've been playing a lot more Sombra recently since Lifeweaver. I always saw her as more of a Distraction Hero than a Damage dealer. She 's basically an annoying mosquito.
13:35
As a previous TF2 spy main...
This puts a smile on my face
Don’t add more cover spots, add more barriers!
I think a cool passive to add to the DPS role would be some kind of bonus to getting multi-kills, like maybe getting a double kill gives a bonus % to the amount of charge gained for that kill and slightly more for a triple kill.
For example if you got 100 pts towards ult charge for the first kill, the second gives you 120 and third 140 and so on, rather than just getting 100 flat for each.
This would incentivize aggressive rush styles off play and potentially faster team fights as players would be rewarded more for getting rapid kills.
Sombra relocator on a timer before it self destructs and must be stopped placed again….trust me
I like the backstab prediction although I feel like that could be a tough thing to figure out in the middle of a game. I can hear the cries now of “But they weren’t facing me! That should have been a backstab!”
TF2 moment
Life grip should reload your weapon, cleanse you, n give you healing over time buff after you exit.
I think Junker Queen needs a bit more damage on her gun personally, and then she's fine. I feel like no matter how many times I shoot someone at close range, even with crits, I don't do a lot of damage
change life grip to press interact to confirm instead.
I feel like they could have just made parting gift not be able to be picked up by enemies though I don’t really think it was that important to his kit that I’m particularly mad about it being removed
I wonder if it’s possible to create a new hero as simple as Zen again?
Also using that grabbing ability on life weaver to turn death blossom reaper into a mobile turret
Return of competitive mystery heroes is the only change I would care about at this point.
should doomfist have armor?
For moira why don’t they do something with her orbs where her heal orb just applies to a target and heals them for 5 seconds at 40 hps and the damage orb can do something similar but in addition to dealing some damage to a single target it also can slow cooldown recharge time or slow the target or something like that to encourage the moira assassin play style like the direction of moira seems like they want her to be able to support and harass back lines so why not just lean into it more and make her more of a cool down cycle hero
As a FFXIV player, people being upset about the Lifegrip ability is just funny to me. Healers on xiv have had that exact ability for years now, called Rescue, and it’s saved my DPS ass more times than I can count. It can still be used to troll but most people don’t in serious content. I realize they’re different games with vastly different play styles but in my experience they feel the same. I’ve been wanting a character like Lifeweaver since Overwatch 1 and I am so so happy we finally got him. 💕
I think the trouble with genji is the high skill cap he has and that once you learn how to scan a genji to hit him, it sort of becomes easy and then his manoeuvrability is wasted.
Plus the fact that everyone is scared of blade. I'm a genji main, all I play is him and I've noticed that enemies will literally just ult save to counter blade, so unless you kill them in the right scenario it's useless.
I've started using it to bait ultimates now so they can't use it for another team member haha.
Genji is fun when he works. Whihc is a niche amount of time.
We still only looking at winrates to hand out buffs and nerfs? Team's a joke. Idk if it's laziness or incompetence.